

struct VertexOut
{
	float4 Position        : SV_POSITION;
	float2 TextureCoords   : TEXCOORD1;
	float4 Color           : COLOR0;
};

texture2D base_Tex : register(t0);
sampler baseMap : register(s0);

float4 ps_main(VertexOut Input) : SV_Target
{
	float4 lay = base_Tex.Sample(baseMap, Input.TextureCoords);
	if (lay.a < 0.5)
	{
		//discard;
	}
	lay.rgb = lay.rgb * 0.65f;
	lay.a = lay.a * 0.30f;
	return lay;
}
